How to improve Javafx 3d performance?

|▌冷眼眸甩不掉的悲伤 提交于 2020-01-12 10:51:29

问题


I am doing a javafx visualisation application for 3d points. As I am new to javafx, I started from the tutorial provided in the oracle website:

http://docs.oracle.com/javase/8/javafx/graphics-tutorial/javafx-3d-graphics.htm#JFXGR256

The example above runs perfect on my Mac, But after adding more points, the mouse drag, which causes the camera to rotate and thus people can view the objects from different angle, became very slow and simply not applicable any more.

I currently have a data for a rabbit with about 40000 points:

The code I used to rotate camera:

cameraXform.ry.setAngle(cameraXform.ry.getAngle() - mouseDeltaX * MOUSE_SPEED * modifier * ROTATION_SPEED);            
cameraXform.rx.setAngle(cameraXform.rx.getAngle() + mouseDeltaY * MOUSE_SPEED * modifier * ROTATION_SPEED);

which is the same as in the oracle example.

What I have tried:

  1. set JVM flag -Djavafx.animation.fullspeed=true, this helped a bit, but not significant.
  2. set JVM flag -Djavafx.autoproxy.disable=true, this did not help.
  3. set Cache to true and CacheHint to Cache.SPEED, this did not make much difference.
  4. create another thread to do the rotation, and sync back after calculation, this did not help neither.

Any help is appreciated.Thanks in advance!


回答1:


Here is how I made a point cloud using tetrahedrons in a triangle mesh. seems to run faster than using spheres or squares. this code helped me scalafx google code

import java.util.ArrayList;
import javafx.scene.shape.TriangleMesh;

public class TetrahedronMesh extends TriangleMesh {
    private ArrayList<Point3i> vertices;
    private int[] facesLink;

    public TetrahedronMesh(double length, ArrayList<Point3i> v) {
        this.vertices = v;
        if (length > 0.0) {
            float[] points = new float[vertices.size() * 12];
            int[] faces = new int[vertices.size() * 24];
            facesLink = new int[vertices.size() * 4];
            float[] texCoords = new float[vertices.size() * 12];
            int vertexCounter = 0;
            int primitiveCounter = 0;
            int pointCounter = 0;
            int facesCounter = 0;
            int texCounter = 0;
            for (Point3i vertex : vertices) {
                vertex.scale(100);
                points[primitiveCounter] = vertex.x;
                points[primitiveCounter + 1] = (float) (vertex.y - (length
                        * Math.sqrt(3.0) / 3.0));
                points[primitiveCounter + 2] = -vertex.z;
                points[primitiveCounter + 3] = (float) (vertex.x + (length / 2.0));
                points[primitiveCounter + 4] = (float) (vertex.y + (length
                        * Math.sqrt(3.0) / 6.0));
                points[primitiveCounter + 5] = -vertex.z;
                points[primitiveCounter + 6] = (float) (vertex.x - (length / 2.0));
                points[primitiveCounter + 7] = (float) (vertex.y + (length
                        * Math.sqrt(3.0) / 6.0));
                points[primitiveCounter + 8] = -vertex.z;
                points[primitiveCounter + 9] = vertex.x;
                points[primitiveCounter + 10] = vertex.y;
                points[primitiveCounter + 11] = (float) -(vertex.z - (length * Math
                        .sqrt(2.0 / 3.0)));
                faces[facesCounter] = pointCounter + 0;
                faces[facesCounter + 1] = pointCounter + 0;
                faces[facesCounter + 2] = pointCounter + 1;
                faces[facesCounter + 3] = pointCounter + 1;
                faces[facesCounter + 4] = pointCounter + 2;
                faces[facesCounter + 5] = pointCounter + 2;
                faces[facesCounter + 6] = pointCounter + 1;
                faces[facesCounter + 7] = pointCounter + 1;
                faces[facesCounter + 8] = pointCounter + 0;
                faces[facesCounter + 9] = pointCounter + 0;
                faces[facesCounter + 10] = pointCounter + 3;
                faces[facesCounter + 11] = pointCounter + 3;
                faces[facesCounter + 12] = pointCounter + 2;
                faces[facesCounter + 13] = pointCounter + 2;
                faces[facesCounter + 14] = pointCounter + 1;
                faces[facesCounter + 15] = pointCounter + 1;
                faces[facesCounter + 16] = pointCounter + 3;
                faces[facesCounter + 17] = pointCounter + 4;
                faces[facesCounter + 18] = pointCounter + 0;
                faces[facesCounter + 19] = pointCounter + 0;
                faces[facesCounter + 20] = pointCounter + 2;
                faces[facesCounter + 21] = pointCounter + 2;
                faces[facesCounter + 22] = pointCounter + 3;
                faces[facesCounter + 23] = pointCounter + 5;
                facesLink[pointCounter] = vertexCounter;
                facesLink[pointCounter + 1] = vertexCounter;
                facesLink[pointCounter + 2] = vertexCounter;
                facesLink[pointCounter + 3] = vertexCounter;
                texCoords[texCounter] = 0.5f;
                texCoords[texCounter + 1] = 1.0f;
                texCoords[texCounter + 2] = 0.75f;
                texCoords[texCounter + 3] = (float) (1.0 - Math.sqrt(3.0) / 4.0);
                texCoords[texCounter + 4] = 0.25f;
                texCoords[texCounter + 5] = (float) (1.0 - Math.sqrt(3.0) / 4.0);
                texCoords[texCounter + 6] = 1.0f;
                texCoords[texCounter + 7] = 1.0f;
                texCoords[texCounter + 8] = 0.5f;
                texCoords[texCounter + 9] = (float) (1.0 - Math.sqrt(3.0) / 2.0);
                texCoords[texCounter + 10] = 0.0f;
                texCoords[texCounter + 11] = 1.0f;
                vertexCounter++;
                primitiveCounter += 12;
                pointCounter += 4;
                facesCounter += 24;
                texCounter += 12;
            }
            getPoints().setAll(points);
            getFaces().setAll(faces);
            getTexCoords().setAll(texCoords);
            // getFaceSmoothingGroups().setAll(0, 1, 2, 3);
        }
    }

    public Point3i getPointFromFace(int faceId) {
        return vertices.get(facesLink[faceId]);
    }
}

Point3i code as follows

public class Point3i {
    public int x;
    public int y;
    public int z;

    public Point3i() {
        x = 0;
        y = 0;
        z = 0;
    }
}

Picking the point using the scene

scene.setOnMousePressed(new EventHandler<MouseEvent>() {
        @Override
        public void handle(MouseEvent me) {
            PickResult pr = me.getPickResult();
            int faceId = pr.getIntersectedFace();
            if (faceId != -1) {
                Point3i p = tetrahedronMesh.getPointFromFace(faceId);
            }
        }
    });



回答2:


I know this is old, But for others ..

Instead of creating a new shape all together, each of the predefined shapes Sphere, Box, Cylinder, allow you to set the number of divisions in the constructor.

Sphere for example defaults to 64 divisions, 32 for longitude, 32 for latitude. you can easily do ... = new Sphere(radius, divisions); (4 is the minimum I believe for Sphere).



来源:https://stackoverflow.com/questions/23749614/how-to-improve-javafx-3d-performance

标签
易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!